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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Jun 27 2015, 00:06
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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That depends on how you consider the avoidance issue. When I used 1H, I didn't see the value in lowering evade for extra counters, since even with all three, the damage dealt doesn't make up for the damage taken in the long run. (I know the counter attacks themselves are from blocked and parried attacks, but you're still taking hits from everything else that goes through.) That also means more resources and turns spent healing what could have been dodged. Maybe it's different if you have top of the line gear or are playing on lower difficulties.
This post has been edited by qw3rty67: Jun 27 2015, 00:06
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Jun 27 2015, 00:31
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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QUOTE(Mecha Xanatos @ Jun 27 2015, 00:11)  it took me 3 weeks and 80 shards
thats quite good reason to be so expensive. QUOTE(qw3rty67 @ Jun 27 2015, 01:06)  When I used 1H, I didn't see the value in lowering evade for extra counters
Well, 1h is very safe style. For example i can finish 80 rounds with my mage and easy 1000 with my 1h. And at the end of the fest mobs doing like 8x higher damage than at the start. So if you dont feel enough defense than you probably have bad shield.
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Jun 27 2015, 00:42
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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The increasing damage is an argument for evade, not against. That diminishes any perceived bonus from counters more and more with each round. It's mathematically bad. Also, don't forget stunned monsters will wake up with two bars full of nasty to unleash, while evade greatly reduces the chances of those landing.
My best shield is a 31.14 base TOWER. I have NEVER seen a force shield, and it's far more sensible to use shadow veil for free than spend tens of millions for very tiny increases in block, and it's over five times that if you want a good force shield.
Edit: If money's no issue, that goes to back to the statement about top of the line gear. We'd have to ask someone like CatsLover for solid evidence. Maybe piyin, since he also has over 9000 base damage.
This post has been edited by qw3rty67: Jun 27 2015, 00:46
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Jun 27 2015, 00:57
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Superlatanium
Group: Gold Star Club
Posts: 7,633
Joined: 27-November 13

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High mana consumption with Holy/Dark used to be a notable disadvantage in GF due to limited item slots. But now that draughts/potions/elixers are infinite, and consumable cost remains quite low in comparison to income over that same time period, Holy/Dark seems more viable - and even though Holy's Cure no longer restores all, Fullcure can now be used freely without worrying about the mana cost (and is probably the best strategy now). Add in the fact that proficiency-based builds are much faster than Imperil (at least, below Nintendo~ or so, depending on forging/damage perks), and no-imperil Holy/Dark is more effective than no-imperil elemental due to monster mitigation values (it is, right?), what I'm concluding is that Holy/Dark is definitely the way to go for lower difficulty GF. Does that sound right? Given RE drop quality, GF is probably not the main place to hope for good drops, regardless of difficulty, especially now that LOTD no longer improves quality. So playing lower difficulty GF for crystals (and artifacts) only, and giving up the chance of finding nice legendaries on higher difficulty GF, does not seem to be too much of a disadvantage, especially given the more efficient (crystal) income per time on lower difficulties. So, my impression is - Holy/Dark is definitely the way to go, for now, if one plays GF, assuming you can forge enough Wis and have enough damage (/ perks) such that consumable cost is not absurd, and turns/round is good enough (mana gem drops, and less potential use for Imperil). What do you guys think? --Still, it is said that monster mitigations and Imperil may be completely reworked in the upcoming rebalancing patch, so all of this may go out the window "soon™". I want to get some great equips I'll never regret forging, but I also don't want my investment to be rendered sub-optimal like what has happened with pre-0.82 gear, or what may happen in the future if the currently great Holy/Wind/Dark get seriously nerfed. I wouldn't want to spend 30m on something only for the element to come out comparatively worse than Sutyr after the patch (IMG:[ invalid] style_emoticons/default/cry.gif)
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Jun 27 2015, 01:10
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ravenxmasters
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Posts: 31
Joined: 17-June 15

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Jun 27 2015, 01:23
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Superlatanium
Group: Gold Star Club
Posts: 7,633
Joined: 27-November 13

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QUOTE(ravenxmasters @ Jun 26 2015, 23:10)  So which of these is better and why ? cant decide which to equip now and which to save for later XD For which style? Both are quite bad regardless. Rapier is certainly better if you play on a difficulty level where it takes more than 3 or so hits to kill an average monster, since the effect of Penetrated Armor is incredible - if you're 1h or if you're DW and your other weapon is not also a rapier. Even a Superior rapier would be good for your level, as long as it has a prefix and a good suffix (Slaughter, Balance, Nimble). Those from before 0.82 can probably still be found cheaply. If you can't get anything at all, then I think I'd use the wakizashi. Weapon damage is a bit higher, though the other one has significantly more str and more CC, despite having a useless suffix.
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Jun 27 2015, 02:03
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Superlatanium
Group: Gold Star Club
Posts: 7,633
Joined: 27-November 13

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QUOTE(ravenxmasters @ Jun 26 2015, 23:33)  dw with this as my current mh http://hentaiverse.org/pages/showequip.php...;key=f2fff0c969for the high damage. and anohter wakizashi on my off hand for the speed and ok damage. Then your first priority should definitely be a rapier, for either mainhand or offhand. I don't think waki's attack speed is worth it. It takes the same number of turns to kill monsters, very slightly reduces damage taken per turn, and slightly increases the turns you can attack before you have to cast rebuffs, but that's not worth giving up potentially having Penetrated Armor, even if a rapier is only Superior. Axe isn't prefixed, but since you probably have very limited funds there may not be anything to do about that, especially since it'll become junk in a few levels anyway.
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Jun 27 2015, 02:05
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darkx
Group: Members
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Joined: 3-December 06

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Haven't done auctions in a while. Do I still send in items to aria or tokeizaka and they get 10% if the item is over 300k?
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Jun 27 2015, 02:12
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orgolove
Group: Members
Posts: 158
Joined: 4-April 10

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Hello,
How important is having Archmage on the staff for mage? I've been trying about three times now up to level 5, and my most recent attempt is penetrator 3, economizer 2... Is it hugely important to have archmage? After archmage/juggernaut, what other mods should I be trying to get for item worlding staff and phase gear?
This post has been edited by orgolove: Jun 27 2015, 02:40
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Jun 27 2015, 02:13
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ravenxmasters
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so off hand the best rapier i can obtain for it's penetrated armour ? and aside from the lack of a prefix is there any major issue with going with the axe as my main ?
Ps. sorry for all the questions just trying to get a better understanding !
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Jun 27 2015, 02:30
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Dead-ed
Group: Members
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Joined: 4-March 14

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QUOTE(orgolove @ Jun 26 2015, 17:12)  edit your post, quick! Then read the wiki about potencies.
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Jun 27 2015, 02:41
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orgolove
Group: Members
Posts: 158
Joined: 4-April 10

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Thanks. I meant "archmage" (the one that increases damage). Is it important to have archmage with the staff?
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Jun 27 2015, 02:45
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CronoBoA
Group: Gold Star Club
Posts: 701
Joined: 29-December 10

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QUOTE(qw3rty67 @ Jun 26 2015, 20:09)  Found rapier. Might settle unless I can get 20proc/20spell with the same accuracy for the same 100k http://hentaiverse.org/pages/showequip.php...;key=3395777cf3Do you intend to use that weapon as part of your DW + magic hybrid build? I thought you were going to DW weapons of the Battlecaster. Also, why not go with a Buckler of the Battlecaster instead of DW?
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Jun 27 2015, 03:02
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Superlatanium
Group: Gold Star Club
Posts: 7,633
Joined: 27-November 13

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QUOTE(orgolove @ Jun 27 2015, 00:12)  How important is having Archmage on the staff for mage? I've been trying about three times now up to level 5, and my most recent attempt is penetrator 3, economizer 2... Is it hugely important to have archmage? After archmage/juggernaut, what other mods should I be trying to get for item worlding staff and phase gear? Archmage is mediocre. Economizer 5 is best - nearly essential, and most consider Penetrator 4 to be the next best combination. Reducing the chance of your spells doing only half damage (or less) via Resist is quite nice. Archmage might be a contender if the staff is Destruction and heavily forged. If you aren't super-rich, I'd be content with Eco 5 and anything, and Jug 4/5 and anything. Getting more specific potencies than that gets very pricey and doesn't help a lot in comparison to the cost involved. Since mages kill very quickly, elemental mitigation isn't too important, and more bonus MP means more potential to take advantage of gems / Riddlemaster, and even maybe Elixers if one has enough clearing power. QUOTE(ravenxmasters @ Jun 27 2015, 00:13)  so off hand the best rapier i can obtain for it's penetrated armour ? and aside from the lack of a prefix is there any major issue with going with the axe as my main ?
Ps. sorry for all the questions just trying to get a better understanding ! Axe has 56.3 base damage compared to Smax of 59.6? base damage, and the 16 burden is annoying, but with a likely very small budget, I don't think it's worth worrying about yet, at least not before a rapier is acquired.
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Jun 27 2015, 03:13
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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QUOTE(CronoBoA @ Jun 26 2015, 20:45)  I thought you were going to DW weapons of the Battlecaster. No way. Here's how it works: Say there are five monsters and you deal 50% damage per hit - ten turns. You can't kill faster unless you can kill in one hit. BUT, suppose you start using spells. As long as you can deal at least 50% damage in four turns or less, you can end the round in 9 turns or less. That's the short explanation. QUOTE Also, why not go with a Buckler of the Battlecaster instead of DW? Already did one hand hybrid, with old battlecaster. In this very thread even, followed by several pages of troll accusations. Dual wield hybrid is the new hotness.
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Jun 27 2015, 03:17
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orgolove
Group: Members
Posts: 158
Joined: 4-April 10

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QUOTE(Superlatanium @ Jun 26 2015, 18:02)  Archmage is mediocre. Economizer 5 is best - nearly essential, and most consider Penetrator 4 to be the next best combination. Reducing the chance of your spells doing only half damage (or less) via Resist is quite nice. Archmage might be a contender if the staff is Destruction and heavily forged.
If you aren't super-rich, I'd be content with Eco 5 and anything, and Jug 4/5 and anything. Getting more specific potencies than that gets very pricey and doesn't help a lot in comparison to the cost involved. Since mages kill very quickly, elemental mitigation isn't too important, and more bonus MP means more potential to take advantage of gems / Riddlemaster, and even maybe Elixers if one has enough clearing power.
Thank you so much for your advice. I was about to make a big mistake. I will keep the current setup, and hope that I will not earn another potency as I level this to 10.
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Jun 27 2015, 03:31
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Superlatanium
Group: Gold Star Club
Posts: 7,633
Joined: 27-November 13

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QUOTE(qw3rty67 @ Jun 27 2015, 01:13)  No way. Here's how it works: Say there are five monsters and you deal 50% damage per hit - ten turns. You can't kill faster unless you can kill in one hit. BUT, suppose you start using spells. As long as you can deal at least 50% damage in four turns or less, you can end the round in 9 turns or less. That's the short explanation. Already did one hand hybrid, with old battlecaster. In this very thread even, followed by several pages of troll accusations. Dual wield hybrid is the new hotness. Then why not just use full mage build? Turn those 10 turns into 4 or 5. You'll have to Cure a bit more on average but you'll kill so much faster.
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Jun 27 2015, 05:25
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Void Domain
Group: Catgirl Camarilla
Posts: 2,131
Joined: 30-May 10

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QUOTE(nec1986 @ Jun 27 2015, 02:31)  Because its quite hard. Actually i was wrong. There are 2 ways to get 5+4. 1. Start with 2. 2. Start with 1+1.
Chance to start with it is 33%. Its ~100k. So each our attempt to get 5+4 start with that price. What chance to upgrade 1+1 to 5+4? Well... near 0,75^8=10%. But its random 5, so for specific 5 we should split it to 2 part? So we have to try 20 times with 1+1 for getting final result. Im not sure about price of each try, but probably average its near half of ordinary full iw with some amnesia price. Its already approximately ~6.5m
Actually it can be not even close to it, because for correct number we should count: 1. Both ways with chance to upgrade to 5+4 (2 and 1+1). 2. Price of each try with reset.
But its example to show how hard it is and why it cost so much.
There are only 126 ways to do 5/4. So if you add them up for a melee weapon you have 1.5% chance from level 0 to 9 for 5/4 1.5% is pretty high chance in gaming terms (IMG:[ invalid] style_emoticons/default/laugh.gif) And if you reforge only for 1/1 its even easier The only problem is each iw takes so much time (IMG:[ invalid] style_emoticons/default/anime_cry.gif)
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